
Originally Posted by
Byrth
Unless you have Terpsichore, you spend >1 second and 3.333~5 TP to gain 1 finishing move. With capped delay reduction, one attack round is also a little >1 second. With Saber Dance and good gear, one attack round is about 2.7 swings.
In order to use a 5FM Reverse Flourish with Marches (assuming a 100% Step Hit Rate), you've spent 20 TP and 16.4 swings (including Reverse Flourish itself). If you hit for 5.5 TP, you've lost 110 TP total. You've spent over a weaponskill worth of TP and 16.4 hits worth of damage to make a self-skillchain and Defense -9%. That's assuming that you're entirely efficient and don't over-TP while you're readying yourself for the self-skillchain, and assuming what you're fighting has enough HP (left) that it needs the skillchain. Basically, as we approach the Haste cap Steps and Flourishes become not worth using for damage purposes because of job ability delay. This whole calculation was carried through assuming a much more efficient Dancer than reality.
Simplicity brings efficiency much of the time, so a simpler strategy (WS when you have 100TP) is going to be carried out more efficiently than a more complicated strategy (Use Presto, then use Box Step exactly 1 second after it, then use Box Step again exactly 15 second later, then use Rudra's Storm exactly 1 second later, then use Reverse Flourish exactly 1 (or 2?) second later, then use Evisceration exactly 1 second later).
Admittedly, I don't take my own advice and continue to do a step/flourish rotation even when I have enough Haste that I shouldn't. Still, I'd like for the fun and Dancer-ish way to play the job to also be the best way to play it.